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Archived threads in /3/ - 3DCG - 136. page

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File: dank_animation.jpg (58KB, 449x427px) Image search: [iqdb] [SauceNao] [Google]
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What do you think of this dank 3D chilean animation?

I think it's kicking rad.
How can I learn to make awesome animations like these?

14 posts and 1 images submitted.
Lol, I didn't know chileans still had cigarette commercials.
That song gave me cancer.
I'm not going to watch that. They might steal my internet.

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>tfw girl has better 3DCG skills than you
47 posts and 3 images submitted.
jesus christ finally. its a sausagefest in where I work. We need much more boobs than this.
not bad, love to see something made completely from scratch.
Did she model all of that by herself??

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So I'm trying to make my first character model, following a tutorial. But as it's gone on, I've noticed I've got there weird sections where the model itself seems to grow past and obscure the edges and vertices, as opposed to the smooth model shown in the video I''m following. How do I fix that?
23 posts and 6 images submitted.
ctrl+a then ctrl+n maybe?
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Didn't work, unfortunately.
thats just what sub div does

waste of a thread.

Hey there! i'm serious about this so dont use the time to blame me for this!

In interested in making 3d sex novels whit 3d pictures. im asking what program to use? (daz3d, poser) and where i get 3d models of girls, guys and loli's.
29 posts and 9 images submitted.
Pretty much just Daz/Poser
and all the models they have, have the made their under parts on them as well?
Some of them have official genitals, others with more "details" can be found too. kickass has loads of anything you'd want if you search for DAZ3D

Thoughts on the Tubular X's? How to work into a fit?
4 posts and 1 images submitted.
wrong board my bad
Lets moddel those Tubular X's!
Working on a Jordan 1 model atm

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Hey /3/ So I'm new to rigging, and I'm making a giant, cartoon-ish, disgusting foot for a video game.

I'm having trouble figuring out how to make an IK rig for it. I want to have controls to fold the foot inwards from each side, or have each toe's root effect the other toes roots much like on a real foot, but I don't really know how.

Any tips on rigging in general would be appreciated.
4 posts and 1 images submitted.
feet don't use IK sempai

> have each toe's root effect the other toes roots much like on a real foot

Just animate that

Try a "copy rotation" constraint
Make the daddy toe control bring the other toes up as far as you'd like.
to make toes spread you can make the toes rotate in the opposite direction.

You can always animate the constraint slider if you ever need more freedom for your toe stubbign animations
If you add more geometry to the toes and the area above (between the ball and toes) you can just use corrective blend shapes to add in the deformation.

Hello, young architect here.
I'm planning to make a series of photogrammetry old churches scans, using Agisoft, then retopo in zbrush (and map extraction) or topogun and place them to Unity3d engine for a virtual experience.
I'm looking for a good 3d scanner, pic related.
Maximum distance is for this one 130 meters which is ok.
BUT! If you have better suggestions or have experience with that kind of hardware, please tell me. Anything helps.
Money is not a problem, but I want to be reasonable, I don't want to go overkill.
5 posts and 1 images submitted.
You will get better results modelling then yourself
why not just buy a Drone and fly around it and then use photoscan ?
What are you trying to achieve with the Scanner ?
>>everything can be done with usual Photos

Do think a good drone for exterior photogrammetry and a good canon camera with a tripode for interior is a more logic solution?

We are trying as a architectural/archeological office to do a photogrammetry of a huge number of old churches and monuments in greece, over 3 years. I thought a combination of 3D scanner and a state-of-art drone can speed our workflow up.
Seriously, money is not a problem, time is.

What should i 3d print today
Op will deliver!

14 posts and 2 images submitted.
a 3d penis
this: http://www.thingiverse.com/thing:35798
I have a 3d printer too.

We could have a thread like: faggots upload their models, we 3d print them in a 1h print

Sounds fun?

I'm curious to hear some thoughts on this and how much overlap you think there is.

I started out as a modeler/generalist but before I got to a professional level I switched to FX. I've been working in the industry now for a year as a Houdini FX artist at a big studio. FX can be very challenging and that part is fun and great, but I am yearning for more design and creative work vs being the guy making huge technical setups that take weeks and weeks. I would like to also work from home instead of going to a studio for 10 hours every day.

Luckily my modeling exp will transfer easily to this modern world of concept design (think: people like maciej, ash thorpe, jama jurabev) but I am worried about FX. Do you see it helping at all? Is it a bad decision to begin to try to make this switch out of a successful career already?

My skills would be as such: (lets assume 7/10 means I can do it at a studio and be paid)

3D modeling - 6/10 (Maya/Max)
Lighting and Rendering - 7/10 (mantra and vray)
Painting - 4/10
Nuke - 7/10
Houdini - 9/10

I would have to learn Substance, Modo or maybe just go right into Fusion, Keyshot, ESPECIALLY drawing and painting skills have to go up..and I guess id still love to keep using houdini for some stuff even if I am creating 2d concept images.

Its hard to formulate a concise question, but im hoping i can put all this info out and just hear peoples thoughts.

I feel I am a year of intense studying away to just put my work out there and hope I can freelance from home as a concept designer, and while its scary to leave my successful houdini fx artist career i am 25 years old so its not that bad. I would need to focus on drawing skills the most. I just dont want to throw away the last years of my life of learning houdini ya know? I wonder if theres any concept guys out there that do use houdini for stuff..

Thanks guys. Maybe someone has already made the switch and can let me know whats up.
5 posts and 1 images submitted.
If you really want to and have saved up enough money then I'd take that year off and study towards your goal. You're right, as a concept designer, your drawing skills have to go up. Especially those traditional fundamentals are important. If you want my advice, buy both books by Scott Robertson and study them until you feel more comfortable with your drawing and perspective sketching skills. This won't take you the whole year, so make sure to learn about anatomy, too. And pictorial composition. Your Maya skills could be useful for quick environment layouts.

In the end it's all about you, if you feel like you can't see yourself in a future as an FX artist and want to switch gears, then go for it, you don't have anything to lose, every skill you gain will help you.

Realistically, you'd have to put insane hours into that year to be able to compete as a freelancer. I'd advise against that, your health is more important than learning 16 hours a day.

The rest is up to you.
Just don't shoot yourself in the foot. Begin learning/improving your skills while you are still working at your FX job and then, when you already have a secure foot in the water and you feel it's time, make your move.
Be patient and smart and it should be fine.

OP here, I am in fact trying to learn on the side in the meantime. I have been drawing consistently for 3 months now after work and on weekends, maybe missed only a couple of days. Ive started with figures though, portraits really interest me so faces first and I think once i can draw a good likeness of a figure with volume and not like a photocopy then ill move into scott robertson and try to do guns, cars, aircrafts and then finally environments before I even start photoshop.

The biggest thing for me is that the better you get at something like fx, the less you do of it. Like Im the lead fx guy at my studio now, so i do the hardest shit and then manage the other people.. The hardest shit is all pretty similar just using tougher math, and then i have to stay late to help people with easy stuff. I cant see FX ever being done successfuly from home by a single artist.

And frankly the hardest shit in FX becomes more math oriented and logical thinking, and I just wanna make shit that looks cool.

It feels like with concept design, the best concept designer just does more concept design even closer to the director and such. Theres no glass ceiling because you sell your vision of an idea. Ive been an FX guy for a year and I can already see that in 2 years of this, i would be more valuable doing 1 hard effect and teaching 20 people to do dust and destruction the rest of my time.

The scary part though is of course, not everyone gets to be vitaly bulgarov and im already good at FX with experience in a very very scarce field. If I switch, do I get to design badass shit for the biggest movies from home, or do I get stuck doing 50 versions of a costume for a small studio?

Thats the goal, patience and intelligence. THank you guys.Ill continue to consider all the possibilities while improving in my off time, and then a year from now I might risk it all.

Is it viable for indie dev? Is there anything better at a similar price point?

Also, is 3DCoat a sufficient alternative to ZBrush for broke-ass garage devs?
19 posts and 2 images submitted.
File: blender_logo.jpg (22KB, 625x400px) Image search: [iqdb] [SauceNao] [Google]
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>Is there anything better at a similar price point?
cheaper even
Good joke.
t. Autodesk employee

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I'm a long time 3ds hobbyist, since r4 on DOS in '93. I'd like to get into Autocad Electrical for work but I'm having a few issues. I've been following tutorials associated with 2016 version, but my mindset is so biased towards the more artistic approach of 3ds that following the 2d tool sets are hard to follow. I'd like to think it's not an issue of my incapacity, but rather the tutorials assumption that the user already is familiar enough with its cad tools and just needs to learn the new ones...

So my question is : does anyone have a good resource they can recommend for tutorials or learning materials that assume the user is new to autocad but isn't so new that they need to be taught how to click a mouse? I checked some online resources and they start with how to navigate the drop down menus... ugh! Other more advanced tutorial videos are by people who use common shortcuts I don't know yet and they explain what they are rapidly doing in such poor English that I can't understand which shortcut to Google in hopes of following along!
4 posts and 1 images submitted.
CAD is not something that usually have free tutorials

try udemy or lynda
Do you know the standards you will be drafting? If not then get the appropriate book. If you do then you already know AutoCAD. As long as you know how to use snap modes and the command line you're all set.
Thanks for the advice guys. I may try one of the Udemy courses. Never heard of them before.

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Hey guys,

I'm trying to rig my model (seen in pic), and im trying to get both an aim-constraint, so the eyes look where I want them to, and a parent constraint, so the eyes follow the head when it turns, to work, but it seems like the parent constraint cancels the aim constraint out.

Any help?
6 posts and 1 images submitted.
you have to put an intermediate empty grp in between
In case you are unaware, constraints override other channel inputs. You can manually change a value but as soon as the constraint controller moves it will snap the child of the constraint tto that position.
Group each eyeball and parent the groups to the head joint. aim constrain the actual eyeball meshes to the eye controller. Parent the eye controller to the head controller.

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Hello 3DCG im in kind of tight place so i will pay 10 bucks threw PayPal to anybody who can make me a custom simple player model for gmod and sourcefilmmaker. idk if thats way to low but its all i have if you can contact me
[email protected]
4 posts and 1 images submitted.


>10 bucks

I assumed black so I check steam, turns out I'm right.
>10 dollars
>for a model
>rigged, unwrapped and textured
>for engine that has some really shitty tools
make it a 100 dollars and I will consider it

File: FractalWhite.jpg (81KB, 1500x1500px) Image search: [iqdb] [SauceNao] [Google]
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Hi i want to built myself a new workstation - manly blender and adobe Premiere.
Eventually want to use Unreal and Cryengine.
And it should run Minecraft on second thought.
I would consider myself pretty advanced in blender and i want to sepnd arround 1.500-1.7disch €.
Found that parts - Any suggestions?

CPU - Intel® CoreTM i76700
GPU - PNY NVIDIA Quadro K2200

Board - ASUS Z170P

RAM - G.Skill DIMM 16GB DDR43000 Kit
HDD - Western Digital WD2003FZEX 2 TB
SSD - Samsung MZ75E250B 250 GB

Energy - be quiet! STRAIGHT POWER 10 400W
Cooling - Thermalright Macho Direct
24 posts and 3 images submitted.
6700K is nice, but I would sooner consider the 5820k, pretty much your entire workload is highly threaded, and would benefit from the extra cores. You also get more expansion options on X99.

Dump the Quadro for an ordinary GPU, your programs are never going to take advantage of it's extra features, and you'll have something much faster or save cash. I would only recommend one if you're using a CAD program that really benefits from using one (NX), or scientific compute.

Storage looks fine, but 250GB seems awfully restrictive for the boot disk, I'd get at least 512GB. Program installs can get pretty big these days.

Get 32GB 2133 instead, RAM has almost no real-world impact on performance even in heavy workloads other than 7zip, so get more of it instead. get the cheapest ones you can.

That power supply is borderline for a system like this, get a 550W unit instead, or better yet 650W. You always want at least 30% overhead over the peak draw of your system, especially if you'll be doing overnight renders and stuff.

Cooler choice is fine, but I'd prefer a Noctua or BeQuiet! myself.
16GB isn't enough if you want to do high-resolution photogrammetry.
Drop the Quadro, use a normal graphics card.

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As you can probably tell, I'm pretty new to 3D work. Me and my friends are /tg/ roleplayers and for our latest game I've been doing some illustrations of the various things the characters encounter. For most of the creatures, I've found sculptris is a quick and easy tool, but it isn't as well suited to other things.

I've been especially struggling with plants. They are blobby organic forms, so not suited to something like sketchup, but need repetitive shapes for things like leaves which there doesn't seem to be an easy way to do in sculptris.

I've also found that sculptris is very bad at handling thin surfaces like fish fins, bat wings and cactus spines.

Is there any free program which is better for that kind of thing or a way to do it in sculptris which isn't obvious?

If not, which program should I look to pirate?

tl;dr: what to use for organic shapes apart from sculptris?
5 posts and 1 images submitted.

you can get blender which is totally free or 3ds max student edition which you will have to do some registration in their website

either way, you can sculpt in all of those programs, but you should learn how to use subdivision surface because its good for making organic shapes with more control over the topology.
another thing you can do is sculpt,retopo bake. which is a little bit complex but you can also bake from subdivision levels aka multiresolution

good luck
3DS Max: FFD or NURBS Surface
ZBrush and / or Blender

Just be aware with Blender that the default settings on everything have to be changed.

Example: If you want to sculpt with a tablet, you need to turn off mouse grabbing and other shit.

Default materials look like shit, default lights look like shit, default render settings are shit, and 90% of the blender artwork out there looks like garbage because the artist didn't learn the tweaks.

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